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Old July 29, 2017, 23:53   #11
Nick
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Quote:
Originally Posted by Sky View Post
but is the damage based on the base damage and bonuses of the item thrown ? or does a dagger 2d4 (+10,+24) do the same damage as a dagger 1d4 (+0,+0) ?
It's like a single blow from the dagger.
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Old July 30, 2017, 23:33   #12
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i guess i gotta start carrying throwing mauls.
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Old July 31, 2017, 00:04   #13
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Originally Posted by Qyx View Post
I feel like I've forgotten something. I tried inscribing my dagger with @v1, but then if I v1, I'm throwing my arrow. Then I tried v/1, but it didn't recognize the dagger. Is there any way I can put Narthanc to use?
Given how useless the throw command is (except for lantern oils), how about removing it? One less command to confuse people.
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Old July 31, 2017, 00:38   #14
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Originally Posted by takkaria View Post
Given how useless the throw command is (except for lantern oils), how about removing it? One less command to confuse people.
Would it then be replaced with a cheap, store sold consumable that mimics the effects of thrown lantern oil? (Firebombs? Molotov cocktails? /s)
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Old July 31, 2017, 00:51   #15
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I'd rather see it become less useless.

the superfluity of things you can do/find in angband is part of its charm for me. I can certainly see the argument for cutting superfluous things out but I'd argue if that's to be done it should be done wholesale with the goal of removing *everything* superfluous, which would be a huge task and end up with a game that feels very different.

It might well be a better game that way, but if we're moving in that direction we should be clear about where we're headed.
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Old July 31, 2017, 00:53   #16
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Originally Posted by takkaria View Post
Given how useless the throw command is (except for lantern oils), how about removing it? One less command to confuse people.
I have also found throwing bolts, arrows, pebbles, and shots to be viable in the beginning. After all, hobbits are good at throwing rocks.
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Old July 31, 2017, 00:55   #17
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Originally Posted by Ingwe Ingweron View Post
I have also found throwing bolts, arrows, pebbles, and shots to be viable in the beginning. After all, hobbits are good at throwing rocks.
Very true. A stack of excellent pebbles is a pretty nice find at shallower depths even without a sling.

Plus, the multipliers on launchers wouldn't make sense if you couldn't throw the ammo.
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Old July 31, 2017, 01:12   #18
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For my part, I enjoy throwing crappy artifacts at the townsfolk.
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Old July 31, 2017, 09:31   #19
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Originally Posted by Ingwe Ingweron View Post
For mages in the very beginning, throwing flasks of oil is a viable tactic. One assumes these are flaming Molotov cocktails.
Not really. Range is pathetic, since it's assumed to be a x1 shooter, the flasks always break, and you will miss way more often than you will hit. Better buy a sling with iron shots.
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Old July 31, 2017, 09:35   #20
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Originally Posted by takkaria View Post
Given how useless the throw command is (except for lantern oils), how about removing it? One less command to confuse people.
In PWMAngband, you can throw rocks and shurikens, having "no launcher" is considered the same as having a x1 launcher. You can also throw potions of poison at enemies, it does a good amount of damage and inflicts the "poisoned" status. Rogues can make poison from potions, and throwing those at enemies is a viable strategy in the early game.
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